//-------------------------------------------------------------- // Name: transitionToState() // Class: GotoCurrentHelperNode // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void GotoCurrentHelperNode::transitionToState( GotoHelperNodeStates_t state ) { switch ( state ) { case GOTO_HNODE_FIND_NODE: setupStateFindNode(); setInternalState( state , "GOTO_HNODE_FIND_NODE" ); break; case GOTO_HNODE_MOVE_TO_NODE: setupStateMoveToNode(); setInternalState( state , "GOTO_HNODE_MOVE_TO_NODE" ); break; case GOTO_HNODE_SUCCESS: setInternalState( state , "GOTO_HNODE_SUCCESS" ); break; case GOTO_HNODE_FAILED: setInternalState( state , "GOTO_HNODE_FAILED" ); break; } }
//-------------------------------------------------------------- // Name: transitionToState() // Class: CorridorCombatWithRangedWeapon // // Description: Transitions the behaviors state // // Parameters: coverCombatStates_t state -- The state to transition to // // Returns: None //-------------------------------------------------------------- void CorridorCombatWithRangedWeapon::transitionToState( corridorCombatStates_t state ) { switch ( state ) { case CORRIDORCOMBAT_WRW_FINDNODE: setupStateFindNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_FINDNODE" ); break; case CORRIDORCOMBAT_WRW_MOVETONODE: setupStateMoveToNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_MOVETONODE" ); break; case CORRIDORCOMBAT_WRW_BACKPEDAL: setupStateBackPedal(); setInternalState( state , "CORRIDORCOMBAT_WRW_BACKPEDAL" ); break; case CORRIDORCOMBAT_WRW_FINDBETTERNODE: setupStateFindBetterNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_FINDBETTERNODE" ); break; case CORRIDORCOMBAT_WRW_MOVETOBETTERNODE: setupStateMoveToBetterNode(); setInternalState( state , "CORRIDORCOMBAT_WRW_MOVETOBETTERNODE" ); break; case CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK: setupStateChangePostureDuck(); setInternalState( state , "CORRIDORCOMBAT_WRW_CHANGEPOSTURE_DUCK" ); break; case CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND: setupStateChangePostureStand(); setInternalState( state , "CORRIDORCOMBAT_WRW_CHANGEPOSTURE_STAND" ); break; case CORRIDORCOMBAT_WRW_DUCKED: setupStateDucked(); setInternalState( state , "CORRIDORCOMBAT_WRW_DUCKED" ); break; case CORRIDORCOMBAT_WRW_DUCKED_FIRING: setupStateFireDucked(); setInternalState( state , "CORRIDORCOMBAT_WRW_DUCKED_FIRING" ); break; case CORRIDORCOMBAT_WRW_STAND: setupStateStanding(); setInternalState( state , "CORRIDORCOMBAT_WRW_STAND" ); break; case CORRIDORCOMBAT_WRW_STAND_FIRING: setupStateFireStanding(); setInternalState( state , "CORRIDORCOMBAT_WRW_STAND_FIRING" ); break; case CORRIDORCOMBAT_WRW_HOLD_POSITION: setupStateHoldPosition(); setInternalState( state , "CORRIDORCOMBAT_WRW_HOLD_POSITION" ); break; case CORRIDORCOMBAT_WRW_SUCCESS: setInternalState( state , "CORRIDORCOMBAT_WRW_SUCCESS" ); break; case CORRIDORCOMBAT_WRW_FAILED: setInternalState( state , "CORRIDORCOMBAT_WRW_FAILED" ); break; } }
//-------------------------------------------------------------- // Name: transitionToState() // Class: Work // // Description: Transitions Internal State // // Parameters: workStates_t state // // Returns: None //-------------------------------------------------------------- void Work::transitionToState ( workStates_t state ) { switch ( state ) { case WORK_FIND_NODE: setupStateFindNode(); setInternalState( state , "WORK_FIND_NODE" ); break; case WORK_MOVE_TO_NODE: setupStateMoveToNode(); setInternalState( state , "WORK_MOVE_TO_NODE" ); break; case WORK_AT_NODE: setupStateAtNode(); setInternalState( state , "WORK_AT_NODE" ); break; case WORK_ANIMATE_WAIT_ON_TIME: setupStateAnimateWaitOnTime(); setInternalState( state , "WORK_ANIMATE_WAIT_ON_TIME" ); break; case WORK_ANIMATE_WAIT_ON_ANIM: setupStateAnimateWaitOnAnim(); setInternalState( state , "WORK_ANIMATE_WAIT_ON_ANIM" ); break; case WORK_ANIMATE_WAIT_ON_SIGNAL: setupStateAnimateWaitOnSignal(); setInternalState( state , "WORK_ANIMATE_WAIT_ON_SIGNAL" ); break; case WORK_ANIMATE_CONSTANT: setupStateAnimateConstant(); setInternalState( state , "WORK_ANIMATE_CONSTANT" ); break; case WORK_ANIMATE_LIST_WAIT_ON_TIME: setupStateAnimateListWaitOnTime(); setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_TIME" ); break; case WORK_ANIMATE_LIST_WAIT_ON_ANIM: setupStateAnimateListWaitOnAnim(); setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_ANIM" ); break; case WORK_ANIMATE_LIST_WAIT_ON_SIGNAL: setupStateAnimateListWaitOnSignal(); setInternalState( state , "WORK_ANIMATE_LIST_WAIT_ON_SIGNAL" ); break; case WORK_SELECT_ANIM_MODE: setInternalState( state, "WORK_SELECT_ANIM_MODE," ); break; case WORK_SUCCESSFUL: setInternalState( state , "WORK_SUCCESSFUL" ); break; case WORK_FAILED: setInternalState( state , "WORK_FAILED" ); break; } }